News Elite Dangerous: Beyond - the features of 3.0

@Ed:

Any plan to make the wing missions more lucrative than normal mission ? ...

Haul missions or assassination missions (more risky than normal but almost same reward as normal).

Threat level 4 vs Threat level 5 ... more risky no more credit ?

maybe we can ask Cloney to write something like :
@Frontier: "Sooo does anyone else not running Wing mission anymore? Or is it just me... ugh this is so sad,"

Massacre missions of more than 100 pirates is really intended missions narrative ? it takes so much time that we can take them and complete them in a small time session ?
 
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I have no intention of wasting minutes/hours hunting pirates. if this is the new mantra from the game developers (ie wasting time looking for pirates in deep space) then I have better ways of utilizing my time.
 
Ok no more wasting time pirate-hunting but I discovered a new feature: You are being interdicted under military rules of engagement, pilot

There is no bounty on me so I was kindof surprised.
 
Ok no more wasting time pirate-hunting but I discovered a new feature: You are being interdicted under military rules of engagement, pilot

There is no bounty on me so I was kindof surprised.
I remember getting that one a few times before the update when I was flying around in systems with a civil war on, nothing much happened often not even a scan after the interdiction, I eventually stopped bothering to submit and just evaded them.
 
Possibly covered elsewhere [sorry if this is repetition], but this change brings one huge annoyance for those of us wishing to play in Solo Mode... In the Mission tab on stations, the list of available missions is now flooded with Wing Missions. Such opportunities are completely irrelevant for Solo Mode players.

Would it be possible to have a minor patch to this update to remove Wing Missions for players in Solo mode? To be honest, I'd kind of like to have even more granularity... For example, the Mission tab does very helpfully classify missions by type [deliver cargo, find materials, kill pirates, fly passengers, etc] into a finite set of different types. I'd love to be able to maintain a radio-button style option settings that would allow me to filter the Mission list so that it only shows me the types of missions that I want to fly. I know that there is a "generic" filter option on the Missions tab [i.e. "don't show me anything illegal"] but it's a bit crude. If you could move that filter to the pilot profile and adjust it to allow us to select only those mission types we're interested in, that would be a big improvement.

Thanks.
 
After a few teething troubles particularly with my keybinds being wiped on the update, my saved binds from 2.4 not working despite changing the preset to match. Spending precious time in re binding, testing, applying changes etc. each day I have logged off feeling stressed and frustrated, to be punched in the face the day after to see my binds file had not saved yet again...actually it had but it was the preset that had changed . How and why does this happen to some and not others. ..?

Gladly that’s sorted now and for the fist time yesterday was feeling happy with my control system being back to what it was pre update .

I haven’t ventured into missions at all, but as I had 150 collector limpets in my Mining ship, I took off to an uninhabited System with pristine metallic Rings .

Mining is much better now, being able to choose to ignore different materials, so you can pull only what you want from each selected rock.

I didn’t notice The fragment numbers had increased, I don’t count them, but I certainly saw more medium and high content rocks.

Bravo FDev ...it’s about time Mining had some love . Fabulous update so far, it suits my play style well .
 
I have one personal request: it would be nice if the developers implemented a kindof star trek style teleport system allowing players to teleport between stations within the same star system eg Cleve Hub to Russell Ring, instead of wasting time shuttling between stations
 
I have one personal request: it would be nice if the developers implemented a kindof star trek style teleport system allowing players to teleport between stations within the same star system eg Cleve Hub to Russell Ring, instead of wasting time shuttling between stations
If you've seen Star Trek, the transport system has a limited range (typically a hundred thousand kilometers or so). Also, there's no lore foundation for teleportation being included in the Elite universe, thus no reason to implement such a thing. Travel is part of the game.
 
RE: the new aggression in salvage missions

i have seen several bug reports on the topic but i add my voice as a counter argument to leave the new behavior in place. i understand it may be too aggressive for some players and indeed a pilots rank should have some weight on what they face. i offer my argument with a recent experience...

salvage is my go to mission choice. i've gotten very efficient and the challenge began to fade. tonight i decided for other reasons to shorten my jump range to 9ly and work closely in and around my home system. my usually route took me 6 jumps instead of one so took 1 primary delivery job for my faction and picked up gigs along the route including two black box salvage missions at my final destination.

i kept in the back of my mind the reports of the crazy NPC presence and was prepared with my usually weaponry of collector limpets and piloting. My asp scout may be ugly to most but when flown right she gets the job done every time. sure enough, even with the speed of dropping limpets on exiting super cruise 6 pirates jump in and start shooting. target next enemy shows an elite Connie with escorts of sideys and eagles. just as the 2 limpets return i close the cargo hatch and boost, knowing another mission uss will spawn until i get all the cargo. but in the meantime my shields are down and the wings are shooting missiles. with constant boost and FA OFF freedom i could slide by the missiles and dodge the connie just long enough to escape with 66% hull. i find another USS and pick up the other 2 black boxes only to be dropped on again by the same pirates. this time the feddies show up hot on their tails and i book it to the closest system containing a single brown dwarf and nothing else. as soon as i drop in i notice i was followed by two of the pirates who each gave chase and interdicted me. at least tried. escape meant evading those interdictions as i didn't want to stay around and see if you had also programmed the rest of the wing to jump into the new system after i submitted.

i escaped with my haul but the story doesn't end there. i have 4 more jumps to collect and i have pirates hot on my tail.

please keep this in the game. it's wildly exiting.
 
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RE: the new aggression in salvage missions

i have seen several bug reports on the topic but i add my voice as a counter argument to leave the new behavior in place. i understand it may be too aggressive for some players and indeed a pilots rank should have some weight on what they face. i offer my argument with a recent experience...

salvage is my go to mission choice. i've gotten very efficient and the challenge began to fade. tonight i decided for other reasons to shorten my jump range to 9ly and work closely in and around my home system. my usually route took me 6 jumps instead of one so took 1 primary delivery job for my faction and picked up gigs along the route including two black box salvage missions at my final destination.

i kept in the back of my mind the reports of the crazy NPC presence and was prepared with my usually weaponry of collector limpets and piloting. My asp scout may be ugly to most but when flown right she gets the job done every time. sure enough, even with the speed of dropping limpets on exiting super cruise 6 pirates jump in and start shooting. target next enemy shows an elite Connie with escorts of sideys and eagles. just as the 2 limpets return i close the cargo hatch and boost, knowing another mission uss will spawn until i get all the cargo. but in the meantime my shields are down and the wings are shooting missiles. with constant boost and FA OFF freedom i could slide by the missiles and dodge the connie just long enough to escape with 66% hull. i find another USS and pick up the other 2 black boxes only to be dropped on again by the same pirates. this time the feddies show up hot on their tails and i book it to the closest system containing a single brown dwarf and nothing else. as soon as i drop in i notice i was followed by two of the pirates who each gave chase and interdicted me. at least tried. escape meant evading those interdictions as i didn't want to stay around and see if you had also programmed the rest of the wing to jump into the new system after i submitted.

i escaped with my haul but the story doesn't end there. i have 4 more jumps to collect and i have pirates hot on my tail.

please keep this in the game. it's wildly exiting.
I haven't done one of theses missions since new patch but this sounds great to me, Id rather it was like this sounds far more exciting. Not sure if anybody elses has experienced this but I have been attacked by aggressive NPCS at a few signal sources that at 0 threat, again I didn't mind this, was pretty cool collecting mats then having a ship jumping in and attacking, not sure if this was an old feature I had missed or a new one.
 
I've said it elsewhere, and I know I'm barking at a parked car. But engineering is absolutely horrible now.
I have 4 or 5 fully engineered ships by 2.4 standards, and probably spent 60-75% of gameplay engineering, re-engineering and experimenting. 2.4 engineering wasn't perfect, and I can see how secondary rolls were painful. BUT...
The material sink in 3.0 is so bad now that my last 3 attempts to engineer (a laser, a heat-sink, thrusters) have been complete failures. And that was after going so ape on material farming I had collector limpets in a haz res site (urgh god i'm dead inside). Entirely disenfranchised with engineering, and hope someone who actually plays the game brings a calculator and some creative logic to the task.

Pretty happy with C&P so far.
Shame about those skimmer missions.
 
Another new feature for me: Whilst playing in solo mode I'm being followed around the galaxy by an NPC called Genibo in an Anaconda and three of my cargo ships have been destroyed in 45 mins costing me ~15M in lost cargo, ships, contracts etc etc

Its getting kindof irritating
 
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Another new feature for me: Whilst playing in solo mode I'm being followed around the galaxy by an NPC called Genibo in an Anaconda and three of my cargo ships have been destroyed in 45 mins costing me ~15M in lost cargo, ships, contracts etc etc

Its getting kindof irritating
If he is stalking you legitimately ie you have one or more missions that is not unknown, highly annoying but not unknown.
 
Beyond 3.0 is FULL of bugs. But I found the one that makes engineering hopeless.
Enjoy. Video of broken USS signal spawning below....
[video=youtube;kFsAJ9wt-MM]https://www.youtube.com/watch?v=kFsAJ9wt-MM[/video]

Need to make sure I don't look sideways at my strat until FDEV fix this all this debauchery.
 
Another "nice to have" feature would be the option to decide if I want to transfer cargo to another ship. Sometimes I want to use a different ship with a smaller cargo hold but I don't want an automatic cargo transfer to occur...especially if I'm holding too much cargo in the current ship!
 
Another "nice to have" feature would be the option to decide if I want to transfer cargo to another ship. Sometimes I want to use a different ship with a smaller cargo hold but I don't want an automatic cargo transfer to occur...especially if I'm holding too much cargo in the current ship!
Why other than to gain a bigger profit by waiting for the price to rise would you want to hang on to cargo?
 
Why other than to gain a bigger profit by waiting for the price to rise would you want to hang on to cargo?
Just to play devil's advocate for a moment (I actually agree there should be no long term storage but for the sake of argument)

I was in a planetary base the other day, running missions and goofing around. I was going to have to log off in a bit and wanted to swap to my Imp Eagle for some surface skimming fun. But I couldn't.

See, the planetary base didn't have a commodities market, so I couldn't sell the 1 ton of random nonsense I'd picked up void knows where. Yeah, I could have launched, dumped it, gotten a fine, landed, paid the fine then switched to my Imp Eagle. but at the time I was gah, to much work, so I just logged off earlier than originally planned.

There ARE non profit related reasons for storage. Holding a commodity while you gather enough to unlock one of those nutjob engineers who want something you can only buy small quantities of, or can't buy at all comes to mind.
 
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